diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 58 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 6 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 222 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 65 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 53 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 3 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 18 | ||||
| -rw-r--r-- | drivers/gles3/shader_gles3.cpp | 16 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 18 | ||||
| -rw-r--r-- | drivers/gles3/shaders/copy.glsl | 31 | ||||
| -rw-r--r-- | drivers/gles3/shaders/particles.glsl | 4 | ||||
| -rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 250 | ||||
| -rw-r--r-- | drivers/gles3/shaders/ssao_blur.glsl | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 4 | ||||
| -rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 27 | ||||
| -rw-r--r-- | drivers/png/image_loader_png.cpp | 1 |
17 files changed, 587 insertions, 193 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 4f6d68de43..1121a07347 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -473,7 +473,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); if (rect->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; @@ -489,8 +489,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y); - glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y); + glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y); + glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (untile) { @@ -500,7 +500,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } else { - glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y); + glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y); glVertexAttrib4f(2, 0, 0, 1, 1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -521,7 +521,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur if (!texture) { - glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y); + glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); glVertexAttrib4f(2, 0, 0, 1, 1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); continue; @@ -535,50 +535,50 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur #define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y) //top left - DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x, np->source.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //top right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom left - DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x, np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //top - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //left - DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x, np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (np->draw_center) { //center - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -670,8 +670,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); - int x = current_clip->final_clip_rect.pos.x; - int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); + int x = current_clip->final_clip_rect.position.x; + int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; @@ -787,7 +787,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (current_clip) { glEnable(GL_SCISSOR_TEST); - glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } else { @@ -1108,7 +1108,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (reclip) { glEnable(GL_SCISSOR_TEST); - glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } p_item_list = p_item_list->next; @@ -1340,8 +1340,8 @@ void RasterizerCanvasGLES3::reset_canvas() { void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { - glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y); - glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y); + glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y); + glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index aa4150cbe4..2262580d9a 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -301,18 +301,18 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c //scale horizontally screenrect.size.y = window_h; screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y; - screenrect.pos.x = (window_w - screenrect.size.x) / 2; + screenrect.position.x = (window_w - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = window_w; screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x; - screenrect.pos.y = (window_h - screenrect.size.y) / 2; + screenrect.position.y = (window_h - screenrect.size.y) / 2; } } else { screenrect = imgrect; - screenrect.pos += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); + screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); } RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 7138363796..af03819a16 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -933,6 +933,49 @@ void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentTon } void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->adjustments_enabled = p_enable; + env->adjustments_brightness = p_brightness; + env->adjustments_contrast = p_contrast; + env->adjustments_saturation = p_saturation; + env->color_correction = p_ramp; +} + +void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_enabled = p_enable; + env->fog_color = p_color; + env->fog_sun_color = p_sun_color; + env->fog_sun_amount = p_sun_amount; +} + +void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_depth_enabled = p_enable; + env->fog_depth_begin = p_depth_begin; + env->fog_depth_curve = p_depth_curve; + env->fog_transmit_enabled = p_transmit; + env->fog_transmit_curve = p_transmit_curve; +} + +void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_height_enabled = p_enable; + env->fog_height_min = p_min_height; + env->fog_height_max = p_max_height; + env->fog_height_curve = p_height_curve; } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { @@ -1697,7 +1740,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); @@ -1709,7 +1752,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); @@ -1751,8 +1794,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, state.brdf_texture); if (p_base_env) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); @@ -1934,7 +1975,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (skeleton.is_valid()) { RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, sk->texture); } } @@ -2023,7 +2064,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo ERR_FAIL_COND(!m); - bool has_base_alpha = (m->shader->spatial.uses_alpha); + bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture); bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; @@ -2038,6 +2079,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo state.used_sss = true; } + if (m->shader->spatial.uses_screen_texture) { + state.used_screen_texture = true; + } + if (p_shadow) { if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) @@ -2213,6 +2258,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.time[i] = storage->frame.time[i]; } + state.ubo_data.z_far = p_cam_projection.get_z_far(); //bg and ambient if (env) { state.ubo_data.bg_energy = env->bg_energy; @@ -2244,6 +2290,30 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; + + //fog + + Color linear_fog = env->fog_color.to_linear(); + state.ubo_data.fog_color_enabled[0] = linear_fog.r; + state.ubo_data.fog_color_enabled[1] = linear_fog.g; + state.ubo_data.fog_color_enabled[2] = linear_fog.b; + state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0; + + Color linear_sun = env->fog_sun_color.to_linear(); + state.ubo_data.fog_sun_color_amount[0] = linear_sun.r; + state.ubo_data.fog_sun_color_amount[1] = linear_sun.g; + state.ubo_data.fog_sun_color_amount[2] = linear_sun.b; + state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount; + state.ubo_data.fog_depth_enabled = env->fog_depth_enabled; + state.ubo_data.fog_depth_begin = env->fog_depth_begin; + state.ubo_data.fog_depth_curve = env->fog_depth_curve; + state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled; + state.ubo_data.fog_transmit_curve = env->fog_transmit_curve; + state.ubo_data.fog_height_enabled = env->fog_height_enabled; + state.ubo_data.fog_height_min = env->fog_height_min; + state.ubo_data.fog_height_max = env->fog_height_max; + state.ubo_data.fog_height_curve = env->fog_height_curve; + } else { state.ubo_data.bg_energy = 1.0; state.ubo_data.ambient_energy = 1.0; @@ -2261,6 +2331,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.env_radiance_data.ambient_contribution = 0; state.ubo_data.ambient_occlusion_affect_light = 0; + + state.ubo_data.fog_color_enabled[3] = 0.0; } { @@ -2343,8 +2415,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform for (int j = 0; j < shadow_count; j++) { - uint32_t x = li->directional_rect.pos.x; - uint32_t y = li->directional_rect.pos.y; + uint32_t x = li->directional_rect.position.x; + uint32_t y = li->directional_rect.position.y; uint32_t width = li->directional_rect.size.x; uint32_t height = li->directional_rect.size.y; @@ -2389,8 +2461,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]); - ubo_data.light_clamp[0] = atlas_rect.pos.x; - ubo_data.light_clamp[1] = atlas_rect.pos.y; + ubo_data.light_clamp[0] = atlas_rect.position.x; + ubo_data.light_clamp[1] = atlas_rect.position.y; ubo_data.light_clamp[2] = atlas_rect.size.x; ubo_data.light_clamp[3] = atlas_rect.size.y; } @@ -2579,8 +2651,8 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); ubo_data.light_params[3] = 1.0; //means it has shadow - ubo_data.light_clamp[0] = rect.pos.x; - ubo_data.light_clamp[1] = rect.pos.y; + ubo_data.light_clamp[0] = rect.position.x; + ubo_data.light_clamp[1] = rect.position.y; ubo_data.light_clamp[2] = rect.size.x; ubo_data.light_clamp[3] = rect.size.y; @@ -2797,6 +2869,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p current_geometry_index = 0; current_material_index = 0; state.used_sss = false; + state.used_screen_texture = false; //fill list @@ -2874,6 +2947,39 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p } } +void RasterizerSceneGLES3::_blur_effect_buffer() { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { + + int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; + glViewport(0, 0, vp_w, vp_h); + //horizontal pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); + + //vertical pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); + } +} + void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) { glDepthMask(GL_FALSE); @@ -3028,8 +3134,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT3); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM); @@ -3045,8 +3151,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); @@ -3056,10 +3165,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ _copy_screen(); glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(); + + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } if (env->ssr_enabled) { @@ -3072,33 +3186,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { - - int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; - int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0, 0, vp_w, vp_h); - //horizontal pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); - - //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger - _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); - } + _blur_effect_buffer(); //perform SSR @@ -3151,6 +3239,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //copy reflection over diffuse, resolving SSR if needed state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); state.resolve_shader.bind(); + state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); if (env->ssr_enabled) { @@ -3167,6 +3257,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glDisable(GL_BLEND); //end additive + if (state.used_screen_texture) { + _blur_effect_buffer(); + //restored framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0)); @@ -3584,6 +3681,17 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } + if (env->adjustments_enabled) { + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true); + RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction); + if (tex) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true); + glActiveTexture(GL_TEXTURE3); + glBindTexture(tex->target, tex->tex_id); + } + } + state.tonemap_shader.bind(); state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure); @@ -3606,6 +3714,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } + if (env->adjustments_enabled) { + + state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); + } + _copy_screen(); //turn off everything used @@ -3624,6 +3737,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false); } void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { @@ -3638,7 +3753,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); if (shadow_atlas && shadow_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); @@ -3647,7 +3762,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (reflection_atlas && reflection_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); } @@ -3711,7 +3826,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } @@ -3764,7 +3879,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } else { - use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled + use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); @@ -3900,6 +4015,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _render_mrts(env, p_cam_projection); } + if (state.used_screen_texture) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); + } + glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); @@ -4157,15 +4277,15 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } else if (directional_shadow.light_count == 2) { light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2); if (light_instance->light_directional_index == 1) { - light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; + light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } } else { //3 and 4 light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2); if (light_instance->light_directional_index & 1) { - light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; + light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } if (light_instance->light_directional_index / 2) { - light_instance->directional_rect.pos.y += light_instance->directional_rect.size.y; + light_instance->directional_rect.position.y += light_instance->directional_rect.size.y; } } } @@ -4173,8 +4293,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ light_projection = light_instance->shadow_transform[p_pass].camera; light_transform = light_instance->shadow_transform[p_pass].transform; - x = light_instance->directional_rect.pos.x; - y = light_instance->directional_rect.pos.y; + x = light_instance->directional_rect.position.x; + y = light_instance->directional_rect.position.y; width = light_instance->directional_rect.size.x; height = light_instance->directional_rect.size.y; diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 322343bc89..55d314a800 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -111,6 +111,9 @@ public: float time[4]; float ambient_light_color[4]; float bg_color[4]; + float fog_color_enabled[4]; + float fog_sun_color_amount[4]; + float ambient_energy; float bg_energy; float shadow_z_offset; @@ -120,10 +123,22 @@ public: float screen_pixel_size[2]; float shadow_atlas_pixel_size[2]; float shadow_directional_pixel_size[2]; + + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + } ubo_data; GLuint scene_ubo; @@ -170,6 +185,7 @@ public: bool cull_front; bool used_sss; + bool used_screen_texture; } state; @@ -389,6 +405,27 @@ public: float dof_blur_near_amount; VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + bool adjustments_enabled; + float adjustments_brightness; + float adjustments_contrast; + float adjustments_saturation; + RID color_correction; + + bool fog_enabled; + Color fog_color; + Color fog_sun_color; + float fog_sun_amount; + + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + Environment() { bg_mode = VS::ENV_BG_CLEAR_COLOR; sky_scale = 1.0; @@ -445,6 +482,29 @@ public: dof_blur_near_transition = 1; dof_blur_near_amount = 0.1; dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM; + + adjustments_enabled = false; + adjustments_brightness = 1.0; + adjustments_contrast = 1.0; + adjustments_saturation = 1.0; + + fog_enabled = false; + fog_color = Color(0.5, 0.5, 0.5); + fog_sun_color = Color(0.8, 0.8, 0.0); + fog_sun_amount = 0; + + fog_depth_enabled = true; + + fog_depth_begin = 10; + fog_depth_curve = 1; + + fog_transmit_enabled = true; + fog_transmit_curve = 1; + + fog_height_enabled = false; + fog_height_min = 0; + fog_height_max = 100; + fog_height_curve = 1; } }; @@ -472,6 +532,10 @@ public: virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); + virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount); + virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve); + virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve); + /* LIGHT INSTANCE */ struct LightDataUBO { @@ -711,6 +775,7 @@ public: void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow); + void _blur_effect_buffer(); void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); void _post_process(Environment *env, const CameraMatrix &p_cam_projection); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8baa1c6043..a503b6daa7 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -283,36 +283,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ } } break; - case Image::FORMAT_LATC_L: { - - if (config.latc_supported) { - - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT; - r_gl_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_compressed = true; - srgb = true; - - } else { - - need_decompress = true; - } - - } break; - case Image::FORMAT_LATC_LA: { - - if (config.latc_supported) { - - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; - r_gl_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_compressed = true; - } else { - - need_decompress = true; - } - - } break; case Image::FORMAT_RGTC_R: { if (config.rgtc_supported) { @@ -321,7 +291,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - srgb = true; } else { @@ -1494,6 +1463,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->spatial.unshaded = false; p_shader->spatial.ontop = false; p_shader->spatial.uses_sss = false; + p_shader->spatial.uses_screen_texture = false; p_shader->spatial.uses_vertex = false; p_shader->spatial.writes_modelview_or_projection = false; @@ -1519,6 +1489,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss; shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard; + shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture; shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; @@ -1992,8 +1963,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy } else if (value.get_type() == Variant::RECT2) { Rect2 v = value; - gui[0] = v.pos.x; - gui[1] = v.pos.y; + gui[0] = v.position.x; + gui[1] = v.position.y; gui[2] = v.size.x; gui[3] = v.size.y; } else if (value.get_type() == Variant::QUAT) { @@ -5483,7 +5454,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { glDeleteRenderbuffers(1, &rt->buffers.diffuse); glDeleteRenderbuffers(1, &rt->buffers.specular); glDeleteRenderbuffers(1, &rt->buffers.normal_rough); - glDeleteRenderbuffers(1, &rt->buffers.motion_sss); + glDeleteRenderbuffers(1, &rt->buffers.sss); glDeleteFramebuffers(1, &rt->buffers.effect_fbo); glDeleteTextures(1, &rt->buffers.effect); @@ -5672,15 +5643,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough); - glGenRenderbuffers(1, &rt->buffers.motion_sss); - glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss); + glGenRenderbuffers(1, &rt->buffers.sss); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss); if (msaa == 0) - glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height); else - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.motion_sss); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); @@ -5700,8 +5671,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->buffers.effect); glBindTexture(GL_TEXTURE_2D, rt->buffers.effect); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, + color_format, color_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 7e107cfdf4..c8edeaefbf 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -411,6 +411,7 @@ public: bool uses_vertex; bool uses_discard; bool uses_sss; + bool uses_screen_texture; bool writes_modelview_or_projection; } spatial; @@ -1128,7 +1129,7 @@ public: GLuint specular; GLuint diffuse; GLuint normal_rough; - GLuint motion_sss; + GLuint sss; GLuint effect_fbo; GLuint effect; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 23bcb79b46..b1f7b4c9bd 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -574,6 +574,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions); } break; + default: { code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")"; @@ -593,6 +594,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _mktab(p_level) + "else\n"; code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); } + } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) { + + code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n"; + code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions); } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { @@ -723,6 +728,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim"; @@ -739,6 +745,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; + actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; @@ -756,12 +766,18 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + /* PARTICLES SHADER */ actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index bebc006032..8c6d15c3b7 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -100,14 +100,14 @@ void ShaderGLES3::bind_uniforms() { }; uniforms_dirty = false; -}; +} GLint ShaderGLES3::get_uniform_location(int p_idx) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_idx]; -}; +} bool ShaderGLES3::bind() { @@ -399,14 +399,14 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back(fragment_code2.get_data()); if (cc) { - code_string = cc->fragment.ascii(); + code_string = cc->light.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { - code_string2 = cc->light.ascii(); + code_string2 = cc->fragment.ascii(); strings.push_back(code_string2.get_data()); } @@ -666,7 +666,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co //print_line("CODE1:\n"+String(fragment_code1.get_data())); String code2 = code.substr(cpos + material_tag.length(), code.length()); - cpos = code2.find(code_tag); + cpos = code2.find(light_code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); @@ -675,16 +675,16 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co fragment_code2 = code2.substr(0, cpos).ascii(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); - String code3 = code2.substr(cpos + code_tag.length(), code2.length()); + String code3 = code2.substr(cpos + light_code_tag.length(), code2.length()); - cpos = code3.find(light_code_tag); + cpos = code3.find(code_tag); if (cpos == -1) { fragment_code3 = code3.ascii(); } else { fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); - fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii(); + fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e6c72da8f1..017009015e 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -211,6 +211,18 @@ MATERIAL_UNIFORMS #endif + +void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + +LIGHT_SHADER_CODE + +#endif + +} + + void main() { vec4 color = color_interp; @@ -285,11 +297,7 @@ FRAGMENT_SHADER_CODE #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader - { - vec4 light_out=light*color; -LIGHT_SHADER_CODE - color=light_out; - } + light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color); #else diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index c8985e6902..621ae83162 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -84,8 +84,24 @@ uniform vec2 pixel_size; in vec2 uv2_interp; + +#ifdef USE_BCS + +uniform vec3 bcs; + +#endif + +#ifdef USE_COLOR_CORRECTION + +uniform sampler2D color_correction; //texunit:1 + +#endif + layout(location = 0) out vec4 frag_color; + + + void main() { //vec4 color = color_interp; @@ -135,6 +151,21 @@ void main() { color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; #endif +#ifdef USE_BCS + + color.rgb = mix(vec3(0.0),color.rgb,bcs.x); + color.rgb = mix(vec3(0.5),color.rgb,bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + +#endif + +#ifdef USE_COLOR_CORRECTION + + color.r = texture(color_correction,vec2(color.r,0.0)).r; + color.g = texture(color_correction,vec2(color.g,0.0)).g; + color.b = texture(color_correction,vec2(color.b,0.0)).b; +#endif + #ifdef USE_MULTIPLIER color.rgb*=multiplier; #endif diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index fa12dd7408..5d8a532f87 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -244,6 +244,10 @@ MATERIAL_UNIFORMS void main() { { +LIGHT_SHADER_CODE + } + + { FRAGMENT_SHADER_CODE } } diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 6acc712299..181a3c99ec 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -20,7 +20,7 @@ in vec2 uv_interp; uniform sampler2D source_specular; //texunit:0 uniform sampler2D source_ssr; //texunit:1 -uniform float stuff; +uniform vec2 pixel_size; in vec2 uv2_interp; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 7750fd6293..8965f475d7 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -67,6 +67,10 @@ layout(std140) uniform SceneData { //ubo:0 highp vec4 ambient_light_color; highp vec4 bg_color; + + vec4 fog_color_enabled; + vec4 fog_sun_color_amount; + float ambient_energy; float bg_energy; @@ -79,10 +83,21 @@ layout(std140) uniform SceneData { //ubo:0 vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + }; uniform highp mat4 world_transform; @@ -153,7 +168,7 @@ out highp float dp_clip; #define SKELETON_TEXTURE_WIDTH 256 #ifdef USE_SKELETON -uniform highp sampler2D skeleton_texture; //texunit:-6 +uniform highp sampler2D skeleton_texture; //texunit:-1 #endif out highp vec4 position_interp; @@ -338,7 +353,20 @@ VERTEX_SHADER_CODE [fragment] +/* texture unit usage, N is max_texture_unity-N +1-skeleton +2-radiance +3-reflection_atlas +4-directional_shadow +5-shadow_atlas +6-decal_atlas +7-screen +8-depth +9-probe1 +10-probe2 + +*/ #define M_PI 3.14159265359 @@ -370,7 +398,6 @@ in vec3 normal_interp; //used on forward mainly uniform bool no_ambient_light; -uniform sampler2D brdf_texture; //texunit:-1 #ifdef USE_RADIANCE_MAP @@ -413,6 +440,8 @@ layout(std140) uniform SceneData { highp vec4 ambient_light_color; highp vec4 bg_color; + vec4 fog_color_enabled; + vec4 fog_sun_color_amount; float ambient_energy; float bg_energy; @@ -426,10 +455,20 @@ layout(std140) uniform SceneData { vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; }; //directional light data @@ -482,7 +521,7 @@ layout(std140) uniform SpotLightData { //ubo:5 }; -uniform highp sampler2DShadow shadow_atlas; //texunit:-3 +uniform highp sampler2DShadow shadow_atlas; //texunit:-5 struct ReflectionData { @@ -500,7 +539,7 @@ layout(std140) uniform ReflectionProbeData { //ubo:6 ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; }; -uniform mediump sampler2D reflection_atlas; //texunit:-5 +uniform mediump sampler2D reflection_atlas; //texunit:-3 #ifdef USE_FORWARD_LIGHTING @@ -517,14 +556,19 @@ uniform int reflection_count; #endif +#if defined(SCREEN_TEXTURE_USED) + +uniform highp sampler2D screen_texture; //texunit:-7 + +#endif #ifdef USE_MULTIPLE_RENDER_TARGETS layout(location=0) out vec4 diffuse_buffer; layout(location=1) out vec4 specular_buffer; layout(location=2) out vec4 normal_mr_buffer; -#if defined (ENABLE_SSS_MOTION) -layout(location=3) out vec4 motion_ssr_buffer; +#if defined(ENABLE_SSS) +layout(location=3) out float sss_buffer; #endif #else @@ -534,7 +578,7 @@ layout(location=0) out vec4 frag_color; #endif in highp vec4 position_interp; -uniform highp sampler2D depth_buffer; //texunit:-9 +uniform highp sampler2D depth_buffer; //texunit:-8 float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { @@ -596,7 +640,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { return 1.0; } - // GGX Specular // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl float G1V(float dotNV, float k) @@ -622,17 +665,68 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader + + +LIGHT_SHADER_CODE + + +#else float dotNL = max(dot(N,L), 0.0 ); - float dotNV = max(dot(N,V), 0.0 ); +#if defined(DIFFUSE_HALF_LAMBERT) + + float hl = dot(N,L) * 0.5 + 0.5; + diffuse += hl * light_color * diffuse_color; + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + float LdotV = dot(L, V); + float NdotL = dot(L, N); + float NdotV = dot(N, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; + vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; + } + +#elif defined(DIFFUSE_BURLEY) + + { + float NdotL = dot(L, N); + float NdotV = dot(N, V); + float VdotH = dot(N, normalize(L+V)); + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0); + + diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor; + } +#else + //lambert + diffuse += dotNL * light_color * diffuse_color; +#endif + + + float dotNV = max(dot(N,V), 0.0 ); #if defined(LIGHT_USE_RIM) float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0); diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif - diffuse += dotNL * light_color * diffuse_color; if (roughness > 0.0) { @@ -674,7 +768,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di float speci = dotNL * D * F * vis; - specular += speci * light_color /* specular_color*/ * specular_blob_intensity; + specular += speci * light_color * specular_blob_intensity; #if defined(LIGHT_USE_CLEARCOAT) float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); @@ -686,6 +780,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di } +#endif //defined(USE_LIGHT_SHADER_CODE) } @@ -733,6 +828,8 @@ in highp float dp_clip; #endif + + #if 0 //need to save texture depth for this @@ -762,7 +859,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -813,11 +910,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -846,11 +943,11 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { +void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { vec3 ref_vec = normalize(reflect(vertex,normal)); vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; @@ -906,7 +1003,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y; + reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb; if (reflections[idx].params.z < 0.5) { reflection.rgb = mix(skybox,reflection.rgb,blend); @@ -967,7 +1064,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta #ifdef USE_GI_PROBES -uniform mediump sampler3D gi_probe1; //texunit:-11 +uniform mediump sampler3D gi_probe1; //texunit:-9 uniform highp mat4 gi_probe_xform1; uniform highp vec3 gi_probe_bounds1; uniform highp vec3 gi_probe_cell_size1; @@ -1087,7 +1184,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s } -void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) { +void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) { roughness = roughness * roughness; @@ -1160,7 +1257,8 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); - vec3 specular = vec3(0.2,0.2,0.2); + float metallic = 0.0; + float specular = 0.5; vec3 emission = vec3(0.0,0.0,0.0); float roughness = 1.0; float rim = 0.0; @@ -1211,13 +1309,15 @@ void main() { float normaldepth=1.0; - +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; +#endif #if defined(ENABLE_DISCARD) bool discard_=false; #endif -#if defined (ENABLE_SSS_MOTION) +#if defined (ENABLE_SSS) float sss_strength=0.0; #endif @@ -1275,13 +1375,7 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = -normalize( vertex_interp ); -#ifndef RENDER_DEPTH - float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); - vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; - brdf.x=1.0; - brdf.y=0.0; -#endif #ifdef USE_RADIANCE_MAP @@ -1297,9 +1391,9 @@ FRAGMENT_SHADER_CODE { //read radiance from dual paraboloid vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); - ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); + ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy; - specular_light = radiance * brdf.x + brdf.y; + specular_light = radiance; } //no longer a cubemap @@ -1467,13 +1561,14 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif //#USE_LIGHT_DIRECTIONAL #ifdef USE_GI_PROBES - gi_probes_compute(vertex,normal,roughness,specular,specular_light,ambient_light); + gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light); + #endif @@ -1485,7 +1580,7 @@ FRAGMENT_SHADER_CODE for(int i=0;i<reflection_count;i++) { - reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum); + reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum); } if (reflection_accum.a>0.0) { @@ -1496,11 +1591,11 @@ FRAGMENT_SHADER_CODE } for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1510,14 +1605,7 @@ FRAGMENT_SHADER_CODE -#if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader -{ - -LIGHT_SHADER_CODE -} -#endif #ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) @@ -1530,10 +1618,72 @@ LIGHT_SHADER_CODE ambient_light*=ao; #endif - //energy conservation - diffuse_light=mix(diffuse_light,vec3(0.0),specular); - ambient_light=mix(ambient_light,vec3(0.0),specular); - specular_light *= max(vec3(0.04),specular); + + + + + + //energu conservation + diffuse_light=mix(diffuse_light,vec3(0.0),metallic); + ambient_light=mix(ambient_light,vec3(0.0),metallic); + { + //brdf approximation (Lazarov 2013) + float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + + //energy conservation + vec3 dielectric = vec3(0.034) * 0.5 * 2.0; + vec3 f0 = mix(dielectric, albedo, metallic); + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; + vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw; + + specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0; + } + + if (fog_color_enabled.a > 0.5) { + + float fog_amount=0; + + + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) ); +#else + + vec3 fog_color = fog_color_enabled.rgb; +#endif + + //apply fog + + if (fog_depth_enabled) { + + float fog_z = smoothstep(fog_depth_begin,z_far,-vertex.z); + + fog_amount = pow(fog_z,fog_depth_curve); + if (fog_transmit_enabled) { + vec3 total_light = emission + ambient_light + specular_light + diffuse_light; + float transmit = pow(fog_z,fog_transmit_curve); + fog_color = mix(max(total_light,fog_color),fog_color,transmit); + } + } + + if (fog_height_enabled) { + float y = (camera_matrix * vec4(vertex,1.0)).y; + fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve)); + } + + float rev_amount = 1.0 - fog_amount; + + + emission = emission * rev_amount + fog_color * fog_amount; + ambient_light*=rev_amount; + specular_light*rev_amount; + diffuse_light*=rev_amount; + + } #ifdef USE_MULTIPLE_RENDER_TARGETS @@ -1550,13 +1700,13 @@ LIGHT_SHADER_CODE #endif //ENABLE_AO diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); - specular_buffer=vec4(specular_light,max(specular.r,max(specular.g,specular.b))); + specular_buffer=vec4(specular_light,metallic); normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); -#if defined (ENABLE_SSS_MOTION) - motion_ssr_buffer = vec4(vec3(0.0),sss_strength); +#if defined (ENABLE_SSS) + sss_buffer = sss_strength; #endif #else diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl index ff852487c0..ce4154f50c 100644 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -24,7 +24,7 @@ layout(location = 0) out float visibility; // Tunable Parameters: /** Increase to make depth edges crisper. Decrease to reduce flicker. */ -#define EDGE_SHARPNESS (1.0) +#define EDGE_SHARPNESS (4.0) /** Step in 2-pixel intervals since we already blurred against neighbors in the first AO pass. This constant can be increased while R decreases to improve diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index eb329dbaed..569be6c5fe 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -107,14 +107,14 @@ uniform vec2 dir; in vec2 uv_interp; uniform sampler2D source_diffuse; //texunit:0 -uniform sampler2D source_motion_ss; //texunit:1 +uniform sampler2D source_sss; //texunit:1 uniform sampler2D source_depth; //texunit:2 layout(location = 0) out vec4 frag_color; void main() { - float strength = texture(source_motion_ss,uv_interp).a; + float strength = texture(source_sss,uv_interp).r; strength*=strength; //stored as sqrt // Fetch color of current pixel: diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 8f7e0c7be3..b2615fa29c 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -39,6 +39,19 @@ uniform highp float glow_intensity; #endif +#ifdef USE_BCS + +uniform vec3 bcs; + +#endif + +#ifdef USE_COLOR_CORRECTION + +uniform sampler2D color_correction; //texunit:3 + +#endif + + layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC @@ -255,6 +268,20 @@ void main() { color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); +#ifdef USE_BCS + + color.rgb = mix(vec3(0.0),color.rgb,bcs.x); + color.rgb = mix(vec3(0.5),color.rgb,bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + +#endif + +#ifdef USE_COLOR_CORRECTION + + color.r = texture(color_correction,vec2(color.r,0.0)).r; + color.g = texture(color_correction,vec2(color.g,0.0)).g; + color.b = texture(color_correction,vec2(color.b,0.0)).b; +#endif frag_color=vec4(color.rgb,1.0); diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index 25ab767bed..33d271248c 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -256,6 +256,7 @@ static Ref<Image> _load_mem_png(const uint8_t *p_png, int p_size) { static Ref<Image> _lossless_unpack_png(const PoolVector<uint8_t> &p_data) { int len = p_data.size(); + ERR_FAIL_COND_V(len < 4, Ref<Image>()); PoolVector<uint8_t>::Read r = p_data.read(); ERR_FAIL_COND_V(r[0] != 'P' || r[1] != 'N' || r[2] != 'G' || r[3] != ' ', Ref<Image>()); return _load_mem_png(&r[4], len - 4); |